The D&D dice set
A standard Dungeons & Dragons set has seven dice: d4, d6, d8, d10, d12, d20 and a percentile d10 marked in tens. Tap any of them in the picker above to add it to the roll, or use the quick rolls for the most common checks, attacks and spells.
| Roll | Dice | Notes |
|---|---|---|
| Attack roll, ability check, saving throw | 1d20 + modifier | Meet or beat the target AC or DC |
| Advantage / disadvantage | 2d20, keep higher / lower | Type adv or dis |
| Weapon damage | d4 to d12 (+ modifier) | See the weapon table below |
| Hit points on level-up | Your class's hit die | d6 to d12 |
| Ability scores | 4d6, drop lowest, six times | One tap: Ability scores |
| Wild magic, random tables | d100 | Percentile pair |
Weapon damage dice
| Weapon | Damage | Average |
|---|---|---|
| Dagger, club, dart, sling | 1d4 | 2.5 |
| Shortsword, handaxe, mace, shortbow | 1d6 | 3.5 |
| Longsword, rapier, battleaxe, warhammer, longbow | 1d8 | 4.5 |
| Glaive, halberd, heavy crossbow (and longsword two-handed) | 1d10 | 5.5 |
| Greataxe, lance | 1d12 | 6.5 |
| Greatsword, maul | 2d6 | 7 |
Add your Strength (or Dexterity for finesse and ranged weapons) modifier to the damage: a longsword with +3 is 1d8+3. On a critical hit, roll the weapon's dice twice and add the modifier once — a critical longsword hit is 2d8+3.
Spell damage
- Fireball (3rd level): 8d6 fire, half on a successful Dexterity save — average 28.
- Lightning Bolt (3rd level): 8d6 lightning in a 100-foot line.
- Magic Missile (1st level): three darts of 1d4+1 each, which never miss.
- Guiding Bolt (1st level): 4d6 radiant.
- Fire Bolt and Eldritch Blast (cantrips): 1d10 at first level.
- Potion of Healing: 2d4+2 hit points, average 7.
Hit dice by class
| Hit die | Classes |
|---|---|
| d6 | Sorcerer, Wizard |
| d8 | Bard, Cleric, Druid, Monk, Rogue, Warlock |
| d10 | Fighter, Paladin, Ranger |
| d12 | Barbarian |
Rolling ability scores
The classic method is to roll four d6, drop the lowest, and add the other three — six times, once for each ability. Press Ability scores above to roll all six sets at once; the dropped die in each set is greyed out, and the result lists each score with its modifier. The average score this way is 12.24, a little above the 10.5 of plain 3d6, and an 18 turns up 1.62% of the time per score.
Prefer no randomness? The standard array is 15, 14, 13, 12, 10 and 8, or use 27-point buy — both are in the Player's Handbook.